| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #include "pickup.h" |
| 4 | |
| 5 | #include "character.h" |
| 6 | |
| 7 | #include <generated/protocol.h> |
| 8 | |
| 9 | #include <game/mapitems.h> |
| 10 | #include <game/server/gamecontext.h> |
| 11 | #include <game/server/player.h> |
| 12 | #include <game/teamscore.h> |
| 13 | |
| 14 | static constexpr int gs_PickupPhysSize = 14; |
| 15 | |
| 16 | CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType, int Layer, int Number, int Flags) : |
| 17 | CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP, vec2(0, 0), gs_PickupPhysSize) |
| 18 | { |
| 19 | m_Core = vec2(0.0f, 0.0f); |
| 20 | m_Type = Type; |
| 21 | m_Subtype = SubType; |
| 22 | |
| 23 | m_Layer = Layer; |
| 24 | m_Number = Number; |
| 25 | m_Flags = Flags; |
| 26 | |
| 27 | GameWorld()->InsertEntity(pEntity: this); |
| 28 | } |
| 29 | |
| 30 | void CPickup::Reset() |
| 31 | { |
| 32 | m_MarkedForDestroy = true; |
| 33 | } |
| 34 | |
| 35 | void CPickup::Tick() |
| 36 | { |
| 37 | Move(); |
| 38 | |
| 39 | // Check if a player intersected us |
| 40 | CEntity *apEnts[MAX_CLIENTS]; |
| 41 | int Num = GameWorld()->FindEntities(Pos: m_Pos, Radius: GetProximityRadius() + ms_CollisionExtraSize, ppEnts: apEnts, Max: MAX_CLIENTS, Type: CGameWorld::ENTTYPE_CHARACTER); |
| 42 | for(int i = 0; i < Num; ++i) |
| 43 | { |
| 44 | auto *pChr = static_cast<CCharacter *>(apEnts[i]); |
| 45 | |
| 46 | if(pChr && pChr->IsAlive()) |
| 47 | { |
| 48 | if(m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pChr->Team()]) |
| 49 | continue; |
| 50 | bool Sound = false; |
| 51 | // player picked us up, is someone was hooking us, let them go |
| 52 | switch(m_Type) |
| 53 | { |
| 54 | case POWERUP_HEALTH: |
| 55 | if(pChr->Freeze()) |
| 56 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_HEALTH, Mask: pChr->TeamMask()); |
| 57 | break; |
| 58 | |
| 59 | case POWERUP_ARMOR: |
| 60 | if(pChr->Team() == TEAM_SUPER) |
| 61 | continue; |
| 62 | for(int j = WEAPON_SHOTGUN; j < NUM_WEAPONS; j++) |
| 63 | { |
| 64 | if(pChr->GetWeaponGot(Type: j)) |
| 65 | { |
| 66 | pChr->SetWeaponGot(Type: j, Value: false); |
| 67 | pChr->SetWeaponAmmo(Type: j, Value: 0); |
| 68 | Sound = true; |
| 69 | } |
| 70 | } |
| 71 | pChr->SetNinjaActivationDir(vec2(0, 0)); |
| 72 | pChr->SetNinjaActivationTick(-500); |
| 73 | pChr->SetNinjaCurrentMoveTime(0); |
| 74 | if(Sound) |
| 75 | { |
| 76 | pChr->SetLastWeapon(WEAPON_GUN); |
| 77 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_ARMOR, Mask: pChr->TeamMask()); |
| 78 | } |
| 79 | if(pChr->GetActiveWeapon() >= WEAPON_SHOTGUN) |
| 80 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
| 81 | break; |
| 82 | |
| 83 | case POWERUP_ARMOR_SHOTGUN: |
| 84 | if(pChr->Team() == TEAM_SUPER) |
| 85 | continue; |
| 86 | if(pChr->GetWeaponGot(Type: WEAPON_SHOTGUN)) |
| 87 | { |
| 88 | pChr->SetWeaponGot(Type: WEAPON_SHOTGUN, Value: false); |
| 89 | pChr->SetWeaponAmmo(Type: WEAPON_SHOTGUN, Value: 0); |
| 90 | pChr->SetLastWeapon(WEAPON_GUN); |
| 91 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_ARMOR, Mask: pChr->TeamMask()); |
| 92 | } |
| 93 | if(pChr->GetActiveWeapon() == WEAPON_SHOTGUN) |
| 94 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
| 95 | break; |
| 96 | |
| 97 | case POWERUP_ARMOR_GRENADE: |
| 98 | if(pChr->Team() == TEAM_SUPER) |
| 99 | continue; |
| 100 | if(pChr->GetWeaponGot(Type: WEAPON_GRENADE)) |
| 101 | { |
| 102 | pChr->SetWeaponGot(Type: WEAPON_GRENADE, Value: false); |
| 103 | pChr->SetWeaponAmmo(Type: WEAPON_GRENADE, Value: 0); |
| 104 | pChr->SetLastWeapon(WEAPON_GUN); |
| 105 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_ARMOR, Mask: pChr->TeamMask()); |
| 106 | } |
| 107 | if(pChr->GetActiveWeapon() == WEAPON_GRENADE) |
| 108 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
| 109 | break; |
| 110 | |
| 111 | case POWERUP_ARMOR_NINJA: |
| 112 | if(pChr->Team() == TEAM_SUPER) |
| 113 | continue; |
| 114 | pChr->SetNinjaActivationDir(vec2(0, 0)); |
| 115 | pChr->SetNinjaActivationTick(-500); |
| 116 | pChr->SetNinjaCurrentMoveTime(0); |
| 117 | break; |
| 118 | |
| 119 | case POWERUP_ARMOR_LASER: |
| 120 | if(pChr->Team() == TEAM_SUPER) |
| 121 | continue; |
| 122 | if(pChr->GetWeaponGot(Type: WEAPON_LASER)) |
| 123 | { |
| 124 | pChr->SetWeaponGot(Type: WEAPON_LASER, Value: false); |
| 125 | pChr->SetWeaponAmmo(Type: WEAPON_LASER, Value: 0); |
| 126 | pChr->SetLastWeapon(WEAPON_GUN); |
| 127 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_ARMOR, Mask: pChr->TeamMask()); |
| 128 | } |
| 129 | if(pChr->GetActiveWeapon() == WEAPON_LASER) |
| 130 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
| 131 | break; |
| 132 | |
| 133 | case POWERUP_WEAPON: |
| 134 | |
| 135 | if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(Type: m_Subtype) || pChr->GetWeaponAmmo(Type: m_Subtype) != -1)) |
| 136 | { |
| 137 | pChr->GiveWeapon(Weapon: m_Subtype); |
| 138 | |
| 139 | if(m_Subtype == WEAPON_GRENADE) |
| 140 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_GRENADE, Mask: pChr->TeamMask()); |
| 141 | else if(m_Subtype == WEAPON_SHOTGUN) |
| 142 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_SHOTGUN, Mask: pChr->TeamMask()); |
| 143 | else if(m_Subtype == WEAPON_LASER) |
| 144 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_SHOTGUN, Mask: pChr->TeamMask()); |
| 145 | |
| 146 | if(pChr->GetPlayer()) |
| 147 | GameServer()->SendWeaponPickup(ClientId: pChr->GetPlayer()->GetCid(), Weapon: m_Subtype); |
| 148 | } |
| 149 | break; |
| 150 | |
| 151 | case POWERUP_NINJA: |
| 152 | { |
| 153 | // activate ninja on target player |
| 154 | pChr->GiveNinja(); |
| 155 | break; |
| 156 | } |
| 157 | default: |
| 158 | break; |
| 159 | }; |
| 160 | } |
| 161 | } |
| 162 | } |
| 163 | |
| 164 | void CPickup::TickPaused() |
| 165 | { |
| 166 | } |
| 167 | |
| 168 | void CPickup::Snap(int SnappingClient) |
| 169 | { |
| 170 | if(NetworkClipped(SnappingClient)) |
| 171 | return; |
| 172 | |
| 173 | int SnappingClientVersion = GameServer()->GetClientVersion(ClientId: SnappingClient); |
| 174 | bool Sixup = Server()->IsSixup(ClientId: SnappingClient); |
| 175 | |
| 176 | if(SnappingClientVersion < VERSION_DDNET_ENTITY_NETOBJS) |
| 177 | { |
| 178 | CCharacter *pChar = GameServer()->GetPlayerChar(ClientId: SnappingClient); |
| 179 | |
| 180 | if(SnappingClient != SERVER_DEMO_CLIENT && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == TEAM_SPECTATORS || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->SpectatorId() != SPEC_FREEVIEW) |
| 181 | pChar = GameServer()->GetPlayerChar(ClientId: GameServer()->m_apPlayers[SnappingClient]->SpectatorId()); |
| 182 | |
| 183 | int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11; |
| 184 | if(pChar && pChar->IsAlive() && m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pChar->Team()] && !Tick) |
| 185 | return; |
| 186 | } |
| 187 | |
| 188 | GameServer()->SnapPickup(Context: CSnapContext(SnappingClientVersion, Sixup, SnappingClient), SnapId: GetId(), Pos: m_Pos, Type: m_Type, SubType: m_Subtype, SwitchNumber: m_Number, Flags: m_Flags); |
| 189 | } |
| 190 | |
| 191 | void CPickup::Move() |
| 192 | { |
| 193 | if(Server()->Tick() % (int)(Server()->TickSpeed() * 0.15f) == 0) |
| 194 | { |
| 195 | GameServer()->Collision()->MoverSpeed(x: m_Pos.x, y: m_Pos.y, pSpeed: &m_Core); |
| 196 | m_Pos += m_Core; |
| 197 | } |
| 198 | } |
| 199 | |